Hi, I have a couple of questions on crowds
1) Is it possible to set the viewport colour of agents without unpacking the sim? At the moment setting Cd will change the colour of the circle beneath it's feet, but this can be difficult to see in large crowds. Unpacking works but this is very slow.
2) Is there a way to implement ‘ragdoll recovery’ as shown here for golaem? http://golaem.com/content/doc/golaem-crowd-documentation/ragdoll-recovering-animation [golaem.com]
Currently setting a crowd trigger & transition from ‘ragdoll’ to an animated state has no effect and the agent stays in the ragdoll state permanently?
3) Is it possible to set a per-agent avoidance forces/weights so that some agents groups avoid other agents aggressively while others do not try to avoid at all?
4) Varying the agent scale (pscale) seems to affect the speed at which agents move? Why does this happen and how can it be prevented?
Thanks
Crowd Queries
3120 2 1- Aeoll
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- cwhite
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1) Not currently, there's RFE #73640 to add that (agents have a very different code path in the viewport from any other primitives)
2) There isn't anything yet built-in for that, as you found, but it basically consists of blending into the start pose of the recovery animation from the settled ragdoll. Some appropriate pin constraints on the ragdoll might be one way to approach that.
3) You could use multiple POP Steer Avoid DOPs instead of the embedded one in the crowd solver, and then apply different settings for different groups of agents
4) pscale is multiplied into the gait speed, which affects the agents' motion if retiming and/or limiting the particle speed to the gait speed range is enabled - otherwise you'd have very noticeable foot sliding. This could be made optional - are there cases where you don't want this behaviour?
2) There isn't anything yet built-in for that, as you found, but it basically consists of blending into the start pose of the recovery animation from the settled ragdoll. Some appropriate pin constraints on the ragdoll might be one way to approach that.
3) You could use multiple POP Steer Avoid DOPs instead of the embedded one in the crowd solver, and then apply different settings for different groups of agents
4) pscale is multiplied into the gait speed, which affects the agents' motion if retiming and/or limiting the particle speed to the gait speed range is enabled - otherwise you'd have very noticeable foot sliding. This could be made optional - are there cases where you don't want this behaviour?
- Aeoll
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Thanks for the reply Cameron
2) I'll have a look into it if we decide we do want ragdoll recovery for our project. Is there an RFE for this yet?
3) Excellent, thanks!
4) That makes sense - I've turned off limiting speed to gait and this improves the behaviour I was aiming for - A line of agents of varying size following each other along a path at constant speed, without larger agents overtaking.
I suppose if you choose to retime the clip but not fix it to the gait speed you will always get some sliding, especially if your agents vary in size quite a lot?
Thanks
2) I'll have a look into it if we decide we do want ragdoll recovery for our project. Is there an RFE for this yet?
3) Excellent, thanks!
4) That makes sense - I've turned off limiting speed to gait and this improves the behaviour I was aiming for - A line of agents of varying size following each other along a path at constant speed, without larger agents overtaking.
I suppose if you choose to retime the clip but not fix it to the gait speed you will always get some sliding, especially if your agents vary in size quite a lot?
Thanks
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